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Bah, I’m moving too slow these days 😛 Ah well, back to whatever it is I pretend to be doing. Try poking with a sharp stick next time ;).
Installed maven (again) over the weekend…. started crunching PhysicalShop. Am I just dragging this to modern era w/ metadata/enchantment support or do we want other things with it?
Hmm… mebbe I should get around to, I don’t know, integrating the metadata API into PhysicalShop.
Oooh, shiny object….
. . .
I really should finish Tower Control 2v2. I’m sorry, I slacked on that one (keep getting caught up in personal projects). No promises, but I’ll finish it soon (I think all I’m really missing is a way to notify the winner and start/stop/reset the game through CH… which I think I had done before I crashed a few months back).
I had a customized version (it’s probably still kicking around my dev server somewhere), used CommandHelper, WorldGuard, WorldEdit, and a rollback system to pretty much automate that game.
The second version ( http://www.youtube.com/watch?v=rj2GnsdLx6o ) doesn’t seem to have the same lag problem (the walls coming down is done in a way that minimizes lag); that said, I don’t see it coming to FSMC… once you’ve played it a few times it devolves into remembering where everything up and choosing to turtle vs. go full out offensive (and it can really suck when everyone turtles… heck, it sucks even when one person turtles as they can hide for a very long time…)
If you have the space, it’s possible to make water flow up hill. Crazy but true….
ws = water source, si = sign, hb = half-block (slab), __ = blank spot, ** = full block
.. .. .. si ws __
.. si ws __ hb **
ws __ hb **
That setup will have water go up 3 blocks; some work but kind of cool (playing with it as a boat return for a feature we’ve tossed around)
(I’ll take a picture of this later; credit is not mine, saw someone else with this setup on custom and found it could go uphill.)
PK and myself have played a lot with different elevators (piston, conveyor, etc); bottom line is they’re nice in SP, but usually buggy/slow/deadly in MP.
Best one we built was the slab/fence gate one, but you have a tendency to fall through the slab and suffocate.
* Head inflates….. POP!
There’s a number of things 1.3 changed with world/chunk loading – unloading – saving – sauteing. Unfort, for working with Mojang, Bukkit devs appears to have their pants down on a few of these changes. Looking through now, but not sure what I could do to fix it even if I figured it out (supposed I could send a Push request, but I don’t kiss EvilSeth’s butt so that won’t happen… sorry, personal)
I like the idea of having a back-up authentication system considering how often the MC system has gone down lately; is there a way for it to only kick in if it sees the login servers go down (like how yesterday they decided to return 503 for a few hours)?
Java is great when it comes to portability/multi-platform…. it stinks with resource management/garbage collection (a topic MC server operators are only too familiar with). I have a site for Bukkit plug-in tutorials, but it’s fallen by the wayside as I do other things (I will pick it up again, just rewriting some of the tutorials I lost….).
There are days I really wish it was something a lot tighter but, considering it started as one person developing a game for 3 platforms it’s fine ;).
For learning Java itself, I recommend The New Boston java tutorials ( http://thenewboston.org/list.php?cat=31 <— Beginner series); there are 3 categories there ranging for Beginner to Advanced and it is good stuff (I still refer to a lot of that stuff). O'Reilly Learning has a decent guide to Java programming available through Android market (can't remember the name off hand), and finally Pragmatic Programmer has some good Java books (however, most of them are advanced topic/specialty framework).
And PK; PHP really shines when you use it as object oriented. The beauty of it (which the developers deserve kudos for) is you don't have to, but when you do, the language really shines (mostly larger applications).
- This reply was modified 8 years, 5 months ago by Coder J.
Newest dev. release shows promise. I don’t see the 900 tick lag myself, but then again, dev server doesn’t have 4 worlds + nethers and a lot of gates to test with.
Chunk loading issues (see through) and lighting glitches over void are present in vanilla 1.3, so possibly a client issue (or new local server issue).
Mob spawning has felt low for a while now; we assumed it was by intention.
We played around with The Walls (too lazy to link atm), kind of like Hunger Games (players start out in one of 4 ‘cells’, get variable amount of time to setup/gather/trap, after time walls come down to allow PVP). It’s fun, but I didn’t get to random terrain for a bit so it got repetitive kind of fast.
There are some concepts I like that have been around for a while (overseeing Game Master who can change field conditions/obstacles at will, ability for outside parties to gather resources to assist players, survival PVP, etc) that can be integrated into a good game mode. It’s just getting the energy/time to do so.
Nice list…. amazing to see it all typed out to see…
PhatLoot replacement is pretty easy; coin/material rewards could probably be done fairly simply with CH (trick is the lockout, have a couple of ideas on that….)
I stopped working on my plugin for river’s mob arena because a lot of stuff came up… well, that and I lost the whole project when my HD crashed :\. Let me iron out some issues with DispenserParking (boats are only getting parked up some of the time, sometimes they break into sticks/planks but still get parked… sometimes they just despawn with no item in dispenser).
PvP/Arena scipting is fun, now that I’ve figured out some of CH’s quirks I’m able to run a last-man-standing arena that’s fairly automated… some more tweaking and I should be able to do teams. That’s near the end of my own list (no one cares about that as much as yours ;))
CommandBook replacement for home commands (/home and /sethome) can probably be done with CH and some voodoo (failing that, small plugin and flat file)
For VPS host, I signed up for allgamers…. not that I don’t like utilizing Amazon EC2 instances but they are only cost effective for short bursts.
MCMyAdmin…. well, I didn’t install it on my dev server this go around; using cron and shell scripts for scheduled restart and backups. Played with it briefly and didn’t like the way it does permissions/plugins (most requires server restart anyway and options are relatively easy for me to find).
Town/City Centers sound pretty cool. It’s a popular concept and more than a few people on the server have made their own towns/cities… trick would be implementing it (Towny is the popular solution, but my goodness the issues it causes…..)
Personally, I use MagicLauncher to manage mods in Minecraft; I use WorldEditCUI (even if you’re not an engineer+, handy for seeing region borders or doing measuring), What’s My Light Level (WMLL), OptiFine, InvTweak (sort inventory and chests, as well as swaps tools/stacks of items when something is depleted), and Mod Macros (put a lot of commands I use, such as /warp park, on a key).